Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312020-01-17T17:57:59ZTracker
Redmine Doomsday Engine - Feature #2403 (New): User-provided particle texture flipbook (atlas)https://tracker.dengine.net/issues/24032020-01-17T17:57:59Zskyjake
<p>Large collections of particle textures (perhaps animated) would be more convenient to provide as a user-prepared atlas.</p>
<p>The asset definition could specify one or more sequences/grids of particle textures, producing sequentially numbered particle textures for use in generators. The image sizes would be the same for each image in the sequence.</p> Doomsday Engine - Feature #2195 (New): Permanent blood (surface decal effect)https://tracker.dengine.net/issues/21952017-01-20T17:00:05ZEsrael
<p>Hi!</p>
<p>I think it's really satisfying seeing the floor spilled with blood whenever a monster dies, but could it be possible to give the option of making the blood particles remain longer, preferably indefinitely, yus? :3c</p>
<p>Also, could it be possible to have blood particles spill instead of the traditional blood sprites, whenever you hit the enemy?</p>
<p>Great job on the engine, by the way; I feel like it's horrendously underappreciated compared to (G)ZDoom.</p> Doomsday Engine - Bug #2104 (New): [Doom] Boss Brain generators incorrect positionhttps://tracker.dengine.net/issues/21042015-07-29T07:07:21Zvermil
<p>It seems that the default generators attached to the Boss Brain's death explosions, all appear at the top or bottom of the wall instead of on the actual explosions. The rocket trail generators attached to them appear to appear in the correct places though (i.e on the explosions).</p> Doomsday Engine - Bug #2091 (New): State Particles won't start for Afrit in some cases (Hexen)https://tracker.dengine.net/issues/20912015-06-15T17:38:08Ztheleo_ua
<p>State Particles won't start for Afrit in some cases (Hexen)</p>
<p>1) Run Hexen with Afrit and particles/blood FX from xarp <a class="external" href="http://dengine.net/forums/viewtopic.php?f=18&#38;t=1491">http://dengine.net/forums/viewtopic.php?f=18&#38;t=1491</a></p>
<p>(I attached necessary files to issue, so you dont need whole xarp. just attached addons)</p>
<p>2) Start map01 with mage<br />3) Type "butcher" cheat<br />4) observe, that particles are spawned for afrit<br />5) Start map01 with mage<br />6) make some shoots with wand<br />7) Type "butcher" cheat</p>
<p>Actual result: no particles for afrit<br />Expedted result: particles should be spawned for afrit</p>
<p>Additional info:</p>
<p>Doomsday engine 1.15.0 (not reproduced in 1.14.5)</p>
<p>Affected states: FIRED_DEATH, FIRED_DEATH1</p>
<p>Current workaround while issue is not fixed:</p>
<p>add next strings after particle generator</p>
<p>Copy Generator { State = "FIRED_CORPSE1";};<br />Copy Generator { State = "FIRED_CORPSE4";};</p> Doomsday Engine - Bug #2048 (New): Particle effects obscure map objectshttps://tracker.dengine.net/issues/20482015-05-13T00:50:44Zrhargraveroman@hargrave.info
<p>I have attached definitions for all available game plugins, however this is an issue with the engine rather than the plugins. In short, given that you have one of these addons installed, bloodsplatter effects are rendered over items and enemies, among other things. This can be quite unpleasant when dealing with enemies in large quantities, as they will be hidden by the splatter -- especially when backed up against walls to which the splatter has attached.</p>
<p>Included are screenshots of the issue affecting Chex and Heretic. I have attached definitions for all plugins, however.</p> Doomsday Engine - Feature #1864 (New): Remember material, particle and decoration animation state...https://tracker.dengine.net/issues/18642014-09-12T10:50:56Zvermil
<p>I wasn't sure whether these could be classed as bugs or not and I imagine the subject may look a little dumb. But anyways...</p>
<p>Save games don't save active particle generators or the state of animated materials; generators simply aren't there when you reload while animated materials reset to their first frame.</p>
<p>I'm just thinking that while both are non-issues with the original maps, that mods may have scripted scenario's that feature either.</p>
<p>I suppose this tracker item basically comes down to a request that save games save absolutely everything in progress at the time of the save, which may or may not be practical.</p> Doomsday Engine - Bug #1819 (New): Mobj Particles won't start.https://tracker.dengine.net/issues/18192014-06-02T16:02:31Zveirdoveirdo@gmail.com
<p>Mobj particles won't start if its respective "things" are not created at start of the map.<br />Testing map: Hexen Heresiarch's Seminary. Mobj "ZTWINEDTORCH_UNLIT" eventually change to lit version "ZTWINEDTORCH", but no particles are created.<br />Doomsday engine 1.14.4<br /><img src="https://dl.dropboxusercontent.com/u/25137016/Bugs/MobjParticles.png" alt="" /><br /><a class="external" href="https://dl.dropboxusercontent.com/u/25137016/HexenWeapons_0.33.pk3">https://dl.dropboxusercontent.com/u/25137016/HexenWeapons_0.33.pk3</a></p> Doomsday Engine - Feature #1699 (New): Particle renderer 2.0https://tracker.dengine.net/issues/16992014-01-03T10:40:26Zskyjake
<p>The current particle effects system has some severe bottlenecks (it does not utilize the GPU (shaders, VBOs), instead drawing all particles in immediate mode) and some additional flexibility would be good for animating individual particles.</p>
<p>Also, sorting the particles is done pretty inefficiently: particles could for instance be divided into smaller buckets based on map subdivision, and faraway buckets could be sorted less accurately, if sorted/drawn at all.</p>
<p>See: <a href="http://dengine.net/forums/viewtopic.php?f=9&#38;t=1504" class="external">Improvement ideas by veirdo</a></p> Doomsday Engine - Feature #1698 (New): Editor for particle generatorshttps://tracker.dengine.net/issues/16982014-01-03T10:36:04Zskyjake
There should be an in-game editor UI for designing particle effects.
<ul>
<li>Adjust parameters in real time.</li>
<li>See how the generator works with different triggers.</li>
<li>Create animation stage sequences.</li>
<li>Select particle models/images.</li>
<li>Export the definition as text.</li>
</ul> Doomsday Engine - Feature #1677 (New): Square particle shape (option, as alternative to round par...https://tracker.dengine.net/issues/16772013-12-05T16:52:33Zvermil
<p>The default shape for particles in Dday is a circle.</p>
<p>However, if users turn off OpenGL filtering, that circular shape can stand out against the unfiltered pixelated gameworld.</p>
<p>Hence I would like to ask about adding an in game option for users to change the default shape to a square?</p>
<p>I point to Vanilla Quake for a visual example of what I am imagining and also point out that GZDoom already offers users the option to change the default shape of particles between circular and square.</p> Doomsday Engine - Feature #1618 (New): Decorations/effects for game events (power up, damage, etc.)https://tracker.dengine.net/issues/16182013-10-21T05:28:34Zskyjake
<p>Creation of an external definition to govern the visual effects of power-ups, damage, killed etc.</p>
<p>Maybe a standard definition (effects only) that is added to main definition (so that scaling etc is still correct).</p>
<p><em>(copied from an accidentally deleted old RFE called "Power Up Effects")</em></p> Doomsday Engine - Feature #1546 (New): Option for particle generator to hide spritehttps://tracker.dengine.net/issues/15462011-09-29T09:55:19Zvermil
<p>I would like to request the addition of a field to particle generators that stops the sprite rendering during the state or maybe even permanently past that point.</p>
<p><strong>Labels:</strong> Customizability</p> Doomsday Engine - Feature #1542 (New): Use hit origin for Damage generator https://tracker.dengine.net/issues/15422011-06-30T03:12:09Zvermil
<p>The Damage generator type spawns particles when the obj is shot. However they always appear in the same place regardless of what part of the obj is shot (i.e. you can only set a fixed spawn point).</p>
<p>Maybe an option to make them auto spawn at the source of the damage (i.e. where the attack hit's the obj, like the blood splats do)?</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Feature #1430 (New): Particle generator decorations (e.g., particles from a wall)https://tracker.dengine.net/issues/14302006-10-07T08:24:32Zeunbolteunbolt@gmail.com
<p>Let particles be generated from walls.<br />This could mean fire effects on textures like "FIREMAG1"</p> Doomsday Engine - Feature #1414 (New): Generate particles when touching a planehttps://tracker.dengine.net/issues/14142006-08-03T17:01:41Zpapercut2papercut2@users.sourceforge.net
<p>It would be pretty neat if the water could splash in<br />doom like it does in Heretic and Hexen.</p>
<p><strong>Labels:</strong> Graphics</p>